Additional Origins
A complete guide to Lightweaver and the RPG-style origins included with the custom origins datapack.
This guide covers the origins added by the custom Lightweaver and RPG Origins datapack. It follows the same format as the Medieval Origins Revival guide and is based on the origin, power, and function files contained in the datapack.
Before You Choose
- Impact 1 — Low: Easy to understand and close to normal Minecraft gameplay.
- Impact 2 — Medium: Noticeable strengths and weaknesses that affect everyday play.
- Impact 3 — High: A specialized or difficult playstyle that can substantially change survival.
- Active abilities normally use Primary Active or Secondary Active. Check Options → Controls → Origins and bind both keys before playing.
- Several RPG origins include bonuses for Iron's Spells 'n Spellbooks, Too Many Bows, Alshanex's Familiars, or FamiliarsLib. Those bonuses only work when the matching mod and attributes are available.
- These RPG origins are added directly to the normal origin-selection layer. Choosing one therefore takes the place of another normal origin unless a separate addon moves them into their own class or path layer.
Playable Origins
| Origin | Impact | General Playstyle |
|---|---|---|
| Lightweaver | Medium | Mobile healing, support, and light magic |
| Archer | Medium | High ranged damage and arrow management |
| Bard | Medium | Group buffs, music, and spell support |
| Brute | High | Unarmed utility, natural defense, and target-based damage |
| Cleric | Low | Healing, potions, villages, and support |
| Knight | Low | Reliable melee damage and damage reduction |
| Mage | Medium | Spellcasting, fireballs, and magical utility |
| Thief | High | Speed, invisibility, theft, and risky survival |
Lightweaver
Impact: Medium
Best for: Players who enjoy healing allies, supporting a group, and controlling an area with light magic.
Once human, the Lightweaver has become a divine being touched by holy light. Lightweavers have excellent vision and powerful healing abilities, but fewer hearts and an inability to wear Netherite armor.
Abilities
- Beacon of Light: Press Primary Active to launch a shimmering orb in the direction you are facing. The orb can travel roughly 17 blocks. When it reaches an obstruction, it becomes a healing beacon for roughly 10 seconds; if it reaches its maximum distance without settling, it expires.
- The active beacon repeatedly grants Regeneration II to nearby players and non-hostile creatures within approximately 10 blocks.
- When the beacon settles, nearby entities receive Night Vision and Glowing for approximately 30 seconds.
- The orb's activation cooldown is 20 seconds, and another orb cannot be created while one is active.
- The beacon creates particles and status effects rather than placing permanent light blocks.
- Life Link: Press Secondary Active to heal nearby players and owned creatures within 7 blocks.
- Each affected target is healed for 6 health, equal to 3 hearts.
- The Lightweaver sacrifices 2 health, equal to 1 heart, for every target healed.
- After using the ability, the Lightweaver receives Speed I for 5 seconds.
- The cooldown is 5 seconds.
- Blessed Vision: Permanent full-strength night vision makes dark areas much easier to see.
- Refraction: Netherite helmets, chestplates, leggings, and boots cannot be equipped.
- Weaker Constitution: Maximum health is reduced by 4 health, leaving the Lightweaver with 8 hearts before other modifiers.
- Divine Presence: The Lightweaver occasionally creates amethyst-like sounds and electric spark particles while standing still or walking. This is cosmetic.
Common Questions
Bind Primary Active, look where you want the orb to travel, and press the key. Aim it toward a wall, floor, or other obstruction so it can settle into a stationary healing area before reaching its maximum range.
No. It visually lights the area with particles and grants Night Vision, but it does not permanently alter block light levels.
Its repeated Regeneration effect is limited to players and non-hostile creatures. However, all nearby entities can receive the Glowing and Night Vision effects when the beacon settles. Because all players are valid healing targets, it can also heal enemy players during PvP.
The sacrifice is applied once for every valid target in range. Healing three nearby allies costs 3 hearts, while healing six costs 6 hearts. Check your health and the number of nearby players or pets before activating it.
The power data does not include a minimum-health safeguard. Using it around many targets while at low health can be dangerous.
Refraction directly blocks all four Netherite armor pieces. Other armor materials are allowed.
Archer
Impact: Medium
Best for: Players who prefer bows, crossbows, ranged combat, and keeping specialized ammunition.
Archers deal exceptional projectile damage and have a personal quiver, but they have fewer hearts and perform poorly with attacks that are not fired as arrows.
Abilities
- Marksman: Projectile attacks gain an additional 125% of their base damage before other modifiers, making arrows dramatically stronger than normal.
- Too Many Bows Bonuses: Bows from Too Many Bows receive +0.05 bow critical chance and +0.2 bow damage through that mod's attributes.
- Inexperienced: Damage that is not dealt by a Minecraft arrow is reduced by 50%.
- Untrained: Maximum health is reduced by 30% of the normal base value, leaving the Archer with 7 hearts before other modifiers.
- Resourceful: When a fletching table is within 3 blocks, the normal arrow recipe produces 8 arrows instead of 4.
- Quiver: The Archer has a recoverable five-slot hopper-style inventory named Quiver.
- Arrows, spectral arrows, and tipped arrows remain stored after death.
- Other items placed in the quiver are dropped on death.
Common Questions
Open the Origins power screen and use the key assigned to the Quiver inventory power. The exact key can vary with the installed Origins version and control configuration.
Standard crossbow shots use arrow projectiles and should benefit from the ranged powers. Custom bows or projectiles may behave differently if they do not use Minecraft's arrow projectile type.
Inexperienced halves non-arrow damage. The Archer is intentionally built around ranged combat rather than melee weapons.
A fletching table must be within a 3-block spherical radius when the arrow recipe is crafted.
You can, but non-arrow items are dropped when you die. Treat it as ammunition storage rather than a protected backpack.
Bard
Impact: Medium
Best for: Players who enjoy buffing groups, using goat horns, supporting spellcasters, and staying mobile.
Bards use music to grant powerful area effects. They also support Sound and Nature spellcasting, but gain less experience and consume hunger more quickly.
Abilities
- Musical Talent: Playing different goat horn instruments creates a different effect cloud for nearby entities.
- Ponder: Strength I for 25 seconds in a 10-block area. Cooldown: 50 seconds.
- Sing: Speed II for 37.5 seconds in a 10-block area. Cooldown: 87.5 seconds.
- Feel: Regeneration II for 62.5 seconds in a 10-block area. Cooldown: 50 seconds.
- Admire: Invisibility for 37.5 seconds in a 10-block area. Cooldown: 87.5 seconds.
- Call: Haste I for 62.5 seconds in a 10-block area. Cooldown: 87.5 seconds.
- Dream: Night Vision for 62.5 seconds in a 20-block area. Cooldown: 87.5 seconds.
- Seek: Glowing for 62.5 seconds in a 10-block area. Cooldown: 50 seconds.
- Yearn: Changes the weather to rain or thunder. The data gives rain a 75% chance and thunder a 25% chance. Cooldown: 125 seconds.
- Musical Past: Starts with a Ponder Goat Horn in the offhand.
- Charismatic: A support aura that is enabled by default and toggled with Primary Active.
- While active, other players between 1 and 20 blocks away continuously receive Speed I and Regeneration I.
- The aura does not target the Bard themself.
- Decoy: While at 5 health or less, equal to 2.5 hearts, the Bard gains Speed I.
- Primordial Harmony: Grants bonuses for compatible spell mods:
- +1 Sound spell power.
- +1 Nature spell power.
- +150 maximum mana.
- +30% total spell power.
- +15% mana regeneration.
- Not the Smartest: Experience gain is reduced by 35%.
- More Exhaustion: Hunger drains faster than normal.
Common Questions
Use the matching goat horn normally. The instrument stored in the horn's data determines which Bard effect activates.
Each vanilla goat horn instrument is assigned its own Bard power. The sound variant matters, not merely the item name.
No. The aura targets other players from 1 to 20 blocks away and excludes the Bard.
Press Primary Active. The toggle remembers its state.
Not the Smartest reduces all XP gains by 35%.
No. Those attributes require the matching spell and familiar libraries. Missing required attributes can also create datapack loading errors depending on the installed mod set.
Brute
Impact: High
Best for: Players who enjoy aggressive melee combat, unusual healing rules, and fighting large monsters.
Brutes are built to overpower durable enemies. They are especially effective against creatures with very high maximum health, but struggle against small targets and cannot rely on normal passive regeneration while standing still.
Abilities
- Select Targets — Large Enemies: Damage is doubled against targets with at least 50 maximum health.
- Select Targets — Small Enemies: Damage is reduced by 65% against targets with less than 15 maximum health.
- No Time to Rest: Natural health regeneration is disabled unless the Brute is sprinting.
- Strong Arms: The origin references powers that allow Brutes to break stone with their fists and improve unarmed block breaking.
- Natural Armor: The origin references a built-in armor bonus that provides protection without equipment.
- No Shield: Brutes cannot use shields.
Common Questions
The check uses the target's maximum health, not its current health. Anything with 50 maximum health or more receives the Brute's doubled damage.
Targets with less than 15 maximum health receive 65% less damage from the Brute. Targets from 15 through 49 maximum health receive neither modifier.
No Time to Rest disables natural regeneration whenever you are not sprinting. Sprint while sufficiently fed to allow natural healing.
Yes. The restriction applies to natural regeneration, not direct healing from potions, commands, or support abilities.
Those power IDs are referenced by the Brute origin but their JSON files are not contained in this archive. They are expected to be supplied by the installed base version of RPG Origins. See Datapack Integration Notes.
Cleric
Impact: Low
Best for: Players who enjoy villages, potion effects, healing groups, and avoiding direct combat.
Clerics are dedicated support characters. Villagers favor them, helpful potion effects last longer, and they can create a healing pool, but they have fewer hearts and cannot naturally regenerate in the Nether.
Abilities
- Village Friendly: Permanently receives Hero of the Village I, granting the normal reputation and trading benefits associated with that effect.
- Brewer: Speed, Regeneration, Jump Boost, and Strength effects last 50% longer.
- Heal Pool: Press Primary Active to create a 5-block regeneration cloud.
- The cloud applies Regeneration III to any mob that enters it.
- Its radius shrinks by 0.5 block when used.
- Cooldown: 50 seconds.
- Forgivable: Immune to Bad Omen and therefore unable to start raids through the normal Bad Omen method.
- Pure: Natural regeneration is disabled while in the Nether. The Cleric's model also changes color and shakes while corrupted by the dimension.
- One With the World: Direct sunlight rapidly reduces accumulated insomnia, helping prevent Phantom spawns.
- Untrained: Maximum health is reduced to 7 hearts before other modifiers.
Common Questions
No. The power has no ally or hostility filter and can grant Regeneration to any mob that enters the cloud, including hostile creatures.
Only Speed, Regeneration, Jump Boost, and Strength are modified by Brewer.
Pure disables natural regeneration for the entire time the Cleric is in the Nether. Direct healing and regeneration effects can still work.
Not through the normal Bad Omen effect, because Forgivable makes the Cleric immune to it.
Untrained reduces the standard 20 health to 14 health, equal to 7 hearts.
Knight
Impact: Low
Best for: Players who want straightforward melee bonuses, reliable defense, and familiar Minecraft combat.
Knights are durable front-line fighters. Their abilities are simple and dependable, though their increased exhaustion requires them to carry more food.
Abilities
- Durable: Every incoming hit is reduced by 1 damage, equal to half a heart, before later combat calculations.
- Trained: All outgoing damage is increased by 10%.
- Prepared: Starts with a shield equipped in the offhand.
- More Exhaustion: Hunger drains faster than normal.
Common Questions
No. It subtracts a flat 1 damage from each hit. It is especially noticeable against frequent low-damage attacks.
The modifier applies to damage dealt generally and is not limited to swords or melee attacks.
Prepared is starting equipment, not an automatically replenished item. Whether it is restored after changing origins or respawning depends on the Origins implementation and server rules.
The Knight inherits the standard More Exhaustion drawback from Origins.
Mage
Impact: Medium
Best for: Players who want strong spell statistics, magical utility, and a ranged explosive ability.
Mages are powerful spellcasters with extra mana and spell power. They resist several harmful effects and can walk on water with a special focus item, but have low health and reduced conventional damage.
Abilities
- Spell Power: Grants compatible Iron's Spells 'n Spellbooks bonuses:
- +250 maximum mana.
- +40% total spell power.
- +25% mana regeneration.
- +1 Holy spell power.
- +1 Ice spell power.
- +1 Evocation spell power.
- Evocation: Adds another +1 Evocation spell power, for +2 Evocation spell power in total when both Mage powers load.
- Fireball: Press Primary Active to launch a fireball with explosion power 2. Cooldown: 75 seconds.
- Fast Cure: Immune to Poison, Weakness, and Slowness.
- Water Walk: Hold a Heart of the Sea in the main hand to stand and walk on water.
- Unwieldly: All ordinary damage dealt is reduced by 25%.
- Untrained: Maximum health is reduced to 7 hearts before other modifiers.
Common Questions
Bind and press Primary Active while facing the intended direction. The fireball can damage terrain if explosions and mob-griefing rules allow it.
The Heart of the Sea must be held in the main hand. Holding it in the offhand does not satisfy the power condition.
It modifies damage dealt generally, while the spell attributes separately increase compatible spell power. The final result can depend on how the spell mod calculates its damage source.
The origin includes Evocation in the main Spell Power group and also adds a second standalone Evocation modifier.
No. The referenced attributes must exist for the powers to load and function correctly.
Thief
Impact: High
Best for: Players who enjoy stealth, permanent speed, risky escape tools, and morally questionable village interactions.
Thieves are fast and difficult to detect while crouching, but their stealth prevents effective attacks, their health is reduced, and healing becomes weaker when they are critically injured.
Abilities
- Speedy: Permanently receives Speed I.
- Stealthy: Becomes invisible while crouching. Worn armor is also hidden.
- Stealth Attack Restriction: While crouching, the Thief receives an extreme Weakness effect. It remains for approximately 3 seconds after the Thief stops crouching, preventing immediate attacks from invisibility.
- Better Unnoticed: Maximum health is reduced by 20%, leaving the Thief with 8 hearts before other modifiers.
- No Shield: Shields cannot be used.
- Thefty: Killing a villager grants 3 emeralds. Cooldown: 100 seconds.
- Uneasy Alliance: Killing an iron golem is intended to apply Bad Omen and start a raid when the kill occurs in a valid village.
- Weak: Healing received while below 6 health, equal to 3 hearts, is reduced by 50%.
Common Questions
The Weakness effect lasts for approximately 3 seconds after crouching ends. This is an intentional delay that prevents easy invisible ambushes.
The invisibility power is intended to hide the Thief from players and mobs. Some modded creatures, boss mechanics, particles, held items, or external detection systems may still reveal the player.
It has a 100-second cooldown. Villager kills during that cooldown do not grant another set of 3 emeralds.
Below 3 hearts, Weak cuts incoming healing in half. Escape before attempting to recover whenever possible.
No. The origin references the standard No Shield power.
General FAQ
Which controls should players bind?
At minimum, bind Primary Active and Secondary Active under the Origins control category. Lightweaver uses both; Bard uses Primary Active for Charismatic; Cleric and Mage use Primary Active for Heal Pool and Fireball.
Why does an origin appear with a missing or invalid icon?
Some icons use modded items:
- Archer uses
too_many_bows:arcane_bow. - Bard uses
alshanex_familiars:bard_harp. - Mage uses
irons_spellbooks:necronomicon_spell_book.
If the corresponding item is not registered, the origin file may fail to load rather than simply displaying a missing texture.
Can these origins be used without the listed content mods?
Lightweaver's core files are self-contained apart from Origins/Apoli and Pehkui commands used by the beacon setup. The modified RPG origins include attributes and icons from other mods, so they should be used with the same mod set for which the datapack was created.
Why does an ability description differ from its actual value?
This guide uses the values in the JSON rather than relying only on the display text. For example, the Brute's small-target threshold is less than 15 maximum health in this datapack, and the Mage receives two separate Evocation bonuses.
Do cooldowns continue while an ability is inactive?
Yes. Normal Origins cooldown resources refill over time. Cooldown bars may only appear while the relevant power is selected or recently used, depending on the HUD configuration.
Datapack Integration Notes
The archive directly adds all eight origins to the normal origins:origin selection layer with replace: false, meaning they are added alongside origins supplied by other installed packs.
The following referenced RPG power files are not present inside this archive:
rpg_origins:charismatic_switch_effectrpg_origins:charismatic_hungerrpg_origins:no_shieldrpg_origins:strong_armsrpg_origins:strong_arms_break_speedrpg_origins:natural_armor
These are expected to come from the installed base RPG Origins addon or another datapack using the same namespace. Without that supporting content, the game may report unregistered power errors, and the affected Bard, Brute, or Thief features may not work.
The Lightweaver setup file also contains placeholder commands named COMMANDHERE. Invalid placeholder commands may create log warnings when the origin is added or removed, even though the visible Lightweaver powers can still be present.
